126,647 Commits over 4,109 Days - 1.28cph!
Tweaked propane tank world model lod, was culling too early
Adjusted Bathtub planter gib colliders to prevent it exploding dramatically when destroyed
Update: Rewrite how we rotate turrets on server
- Where possible, yaw and pitch rotations are merged, saving us on math (0.32ms)
- Other cases are calculated separately (0.51ms, still faster than original 1.32ms)
Updating of separate bones was fast but wrong in my last commit. This version corrects it while also being faster than pre-borked-optim.
Tests: On Craggy, spawned sentry.scientist.static and autoturret_deployed, made them rotate to different directions - they were able to track and shoot me.
Removed duplicate gibbable script
Update: AutoTurretTests.MeasureServerTick now checks merged and separate yaw-pitch bones
Since separated bone transformations take more math, need to profile how big of an impact it'll be.
Tests: ran the test
cs2012_editor_fix -> main
Climate not set to override to clear
merge from researchtable_pickup
Can now pickup research table when not empty, gives you back the content
merge from mlrs_interactions_fix
Use lookingAtColliderNoPenalty for MLRS interactions
Helps reducing fire missclicks. Especially when using minimal crosshair mode
Fix coconut armour head, torso and pants ingredients differing from default wood armour
merge from crafting_search_fix
Null check for extra safety
Fixed crafting menu search results being lost after closing and reopening the menu
Fixed store dlc pages items
Add heat source to small oil refinery to make it behave like the furnace/campfire when its on.
Fix player nametags being visible through ceilings:
- We no longer use the name tag world offset for vis check, just the bone position on its own.
- Use neck instead of the head bone to fix cases where the head is slightly clipping into the ceiling.
Compass marker distance values.
Tuning for the new night contrast feature.
Steam inventory page recycling
New SimpleIOEntity component, just has a required power amount, good for simple things like non physics based lights
Applied to new wall cabinet
Fix skin viewer not working (need to use GameManager to instantiate)
Skip MoveGameObjectToScene if the target scene is unloading (errors on disconnect)
Fix AnimationEvents.DoEffect trying to instantiate invalid prefabs
Don't bother instantiating engine/menu/game UI when loaded from an asset scene, there's no need for a copy
Refactor child entity handling interface calls.
Call them on server load.
More load fixes, including speed + mass
Correctly restore thrust point after a load
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Reduce the number of log mesages kept in memory from 64K to 1K
Switch to using a queue instead of always removing the first element from a list
Added new modding prefabs:
Added ai_obstacle - prevents AI navigation
Added monument Navmesh zone
Added Animal AI spawners - Boar, stag, bear, polar bear, horse, tiger, croc, chicken etc
Added NPC spawns - NPC Heavy, oilrig, fullany, Lr300
Delete BuildPrefabs (unused)
Merge from trimmed_asset_warmup/scene_warmup
Disable using cached prefab list to build asset bundles
Fix NREs on disconnect due to the main scene (camera) unloading before entities using the camera to update
Split world spawn prefabs (monuments etc) into smaller asset scenes
Lazy load world spawn asset scenes based on what's required on the map
Unload world spawn prefabs to save memory when unloading bundles
Get rid of async asset loading from FileSystem (unused now)
Mark divesite shipping container collision mesh as readable
Fix LastLODCollider label not working with skinned meshes
Don't mark overly detailed last LODs as readable
Revert ILPostProcessorHook to the main version